It's a good thing in some genres like FPS and certain types of platformer, but it's usually the wrong move in cRPGs. If you've built a character or party with a specific skillset, the last thing you want is to be funnelled through a very inflexible experience, especially one that might not match the strengths of your build(s).From what i've read about this and other threads, why is linear level design a bad thing? Genuine question.
Microsoft didn't buy Bungie before Halo 1 you idiot.
Computer gaming stopping being a hobby for nerds, by nerds.
In other words, when Windows 95 came around and allowed retards to use computers.
The genre is oversaturated with cookie cutter medieval fantasy where you're the chosen one who has to save the universe, when there are a plethora of other genres and premises that could be explored. If you've played the classic Bioware, Black Isle, Troika and Obsidian crpgs, then you've pretty much played the entire medium. Crpgs in other genres are rare and tend to suffer from imitating popular entries in the genre rather than trying to do their own thing.
You can make good medieval fantasy, but enough with the bloody dragons and hills and plains...The genre is oversaturated with cookie cutter medieval fantasy where you're the chosen one who has to save the universe, when there are a plethora of other genres and premises that could be explored. If you've played the classic Bioware, Black Isle, Troika and Obsidian crpgs, then you've pretty much played the entire medium. Crpgs in other genres are rare and tend to suffer from imitating popular entries in the genre rather than trying to do their own thing.
I never said that. That's a nonsensical strawman.Yeah, if only we had more RPGs about saturnian squids riding dick dinosaurs in industrial age Mezobabylonian ice jungles, that would make RPGs great again overnight
Maybe, but at the end of day that's just a cosmetic palette swap. If you took a generic rpg and then set it on the elemental plane of fire (specifically the Mystara/Dark Dungeons version that has actual geography), then it's just a generic rpg set on the elemental plane of fire. You go around killing fire rats in the basements of ifrit peasant farmers, fight evil ifrit overlords trying to enslave the populace with whatever the plane's equivalent of orcs is, etc.You can make good medieval fantasy, but enough with the bloody dragons and hills and plains...
You can mix things up, add different creatures, planes of existence, more geographical variety.
And here we have the root of the problems. The reason why rpgs are so cookie cutter and bland is symptomatic of a lack of creativity and passion on the part of the developers.All media goes through a golden age and then subsequent periods of decline. The reasons for these are all the same: when the medium is new you had passionate hobbyists and talented pioneers, people who cared about the medium itself. As it matures, it becomes just another way to milk money out of the populace and to perform social engineering.
It was the most exact description of Morrowind I've ever heard.The genre is oversaturated with cookie cutter medieval fantasy where you're the chosen one who has to save the universe, when there are a plethora of other genres and premises that could be explored. If you've played the classic Bioware, Black Isle, Troika and Obsidian crpgs, then you've pretty much played the entire medium. Crpgs in other genres are rare and tend to suffer from imitating popular entries in the genre rather than trying to do their own thing.
Yeah, if only we had more RPGs about saturnian squids riding dick dinosaurs in industrial age Mezobabylonian ice jungles, that would make RPGs great again overnight
In my dark fantasy medieval RPG, I would remove all demihuman races. Fuck elves, gnomes, orcs, all of them gotta go...I never said that. That's a nonsensical strawman.Yeah, if only we had more RPGs about saturnian squids riding dick dinosaurs in industrial age Mezobabylonian ice jungles, that would make RPGs great again overnight
Maybe, but at the end of day that's just a cosmetic palette swap. If you took a generic rpg and then set it on the elemental plane of fire (specifically the Mystara/Dark Dungeons version that has actual geography), then it's just a generic rpg set on the elemental plane of fire. You go around killing fire rats in the basements of ifrit peasant farmers, fight evil ifrit overlords trying to enslave the populace with whatever the plane's equivalent of orcs is, etc.You can make good medieval fantasy, but enough with the bloody dragons and hills and plains...
You can mix things up, add different creatures, planes of existence, more geographical variety.
I'm specifically sick of the "medieval fantasy" part. I'm sick of all the tropes associated with it. The genre is oversaturated and mined out. After a while the games just blur together.
And here we have the root of the problems. The reason why rpgs are so cookie cutter and bland is symptomatic of a lack of creativity and passion on the part of the developers.All media goes through a golden age and then subsequent periods of decline. The reasons for these are all the same: when the medium is new you had passionate hobbyists and talented pioneers, people who cared about the medium itself. As it matures, it becomes just another way to milk money out of the populace and to perform social engineering.
Every game you ever play has been designed and implemented by a dumbfuck high on his farts. You are within the bounds of someone else's creation and you are doing what they want even if you don't think you are.From what i've read about this and other threads, why is linear level design a bad thing? Genuine question.
Because some dumbfuck high on his farts doesn't get to decide where my character/party wants to go and what to do. Gimme a world and systems to play with, then kindly fuck off.
Halo was in development since 1997. When it was shown at Mac world it was a third person shooter struggling with a physics engine for it's vehicles. Microsoft didn't buy Bungie before Halo CE. They bought it during the tail end of production when all the major changes from open world to more linear gameplay was already in place.Microsoft didn't buy Bungie before Halo 1 you idiot.
Ah, so you're just making things up. Good to know.
Halo was announced on July 21st, 1999 at Macworld.
Microsoft bought Bungie almost a year later, June 2000.
Halo was released over a year later on November 21, 2001.
It was also a huge step down from the reactivity of Fallout.With Bioware, when Baldur's Gate 1 released. Literally everything you complain about modern RPGs can be linked to Bioware: Real Time combat, romances, simplified character creation, cliché classic heroic fantasy story.
JewsThe reasons for these are all the same
The problem isn't that Bioware made these things popular, the problem is that Bioware and almost every other developer after them failed to iterate. They accidentally created a "standard" that nobody feels like deviating from.With Bioware, when Baldur's Gate 1 released. Literally everything you complain about modern RPGs can be linked to Bioware: Real Time combat, romances, simplified character creation, cliché classic heroic fantasy story.
No, it's clearly the creation of Windows PCs the main issue. If we all stuck to Apple IIs and Commodore64s, we'd all be happily playing Wasteland 1 and Oregon Trail by now instead of them weak games from the late '90s.With Bioware, when Baldur's Gate 1 released. Literally everything you complain about modern RPGs can be linked to Bioware: Real Time combat, romances, simplified character creation, cliché classic heroic fantasy story.
A pretty good one. Single handedly made the game almost into horror game with how lonely and isolated it made you feel.I'm pretty PC master race myself. That being said do people not remember the NES/SMS being way better than most 80s computers? Or the snes/genesis being better than most late 80s early 90s pcs?
Compare an NES to a C64, or zx
*which did get a console port!
Humanity has risen! has a buddy, I see.That's a stretch. I'm a firm believer that decline always originates from homosexuality so we must look at the earliest RPGs that were developed by homosexuals and contain homosexual content aka grooming. It seems that RPGs became increasingly more gay after Fallout 1. We can start there.Plenty of RPGs had to turn into isometric real-time games with tons of loot so they could compete with Diablo and its clones. Not even D&D games were safe, just look at Icewind Dale and Neverwinter Nights.Wtf did Diablo 1 ruin? I could see an argument for D2 maybe but D1 is harmless.Diablo, Final Fantasy VII, Baldur's Gate and Oblivion ruined everything.
Also the industrial revolution.
Diablo 1 ftr had zero homosexual subtext.
Ok why aren't you buying non cookie cutter medieval fantasy games then.The genre is oversaturated with cookie cutter medieval fantasy where you're the chosen one who has to save the universe, when there are a plethora of other genres and premises that could be explored. If you've played the classic Bioware, Black Isle, Troika and Obsidian crpgs, then you've pretty much played the entire medium. Crpgs in other genres are rare and tend to suffer from imitating popular entries in the genre rather than trying to do their own thing.
The genre is oversaturated with cookie cutter medieval fantasy where you're the chosen one who has to save the universe, when there are a plethora of other genres and premises that could be explored. If you've played the classic Bioware, Black Isle, Troika and Obsidian crpgs, then you've pretty much played the entire medium. Crpgs in other genres are rare and tend to suffer from imitating popular entries in the genre rather than trying to do their own thing.
Yeah, if only we had more RPGs about saturnian squids riding dick dinosaurs in industrial age Mezobabylonian ice jungles, that would make RPGs great again overnight
To be fair: CRPGs are the only genre left standing in which a game set in the zombie apocalypse or WWII would be seen as a "radical" idea. Like: "Woah, how did they come up with THIS?"
To be fair: CRPGs are the only genre left standing in which a game set in the zombie apocalypse or WWII would be seen as a "radical" idea. Like: "Woah, how did they come up with THIS?"
Proper CRPGs are computer implementations of D&D and derivative games, and D&D and derivative games are explicitly designed around mythic champions and puissant wizards (or their equivalents in spaaahce) doing larger than life things (like not dying in the first encounter). A WW2 CRPG where you shrug off a MG 42 burst in your face at point blank range then proceed to bayonet a Tiger II to death would be kind of retarded. And anything else would be a far cry from D&D and derivative games.